| query - query handle |
|
Returns a number identifying the kind of the query's last run. Returns the kind of the last successful run: 0=never run, 1=ray, 2=convex sweep, 3=AABB broadphase candidates, 4=exact shape overlap, 5=closest point, 6=convex pair distance, 7=sensor occupancy, 8=current contact manifolds, 9=character movement planes. A successful no-hit run still records its kind. Changing filters, targets or limits does not change the stored results or kind. Results are copied. They survive StepPhysics and other queries until this query runs successfully again or is freed. Failed runs preserve the previous results. Freeing the owning world frees its queries. Invalid/stale/wrong-kind handles and invalid hit indices raise runtime errors. See also: CreatePhysicsQuery, PhysicsQueryFilter, PhysicsQueryTarget, QueryPhysicsRay, QueryPhysicsSphere, PhysicsQueryLimit. |
; PhysicsQueryKind Example
; ------------------------
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
Const PHYSICS_STATIC=0
Const PHYSICS_DYNAMIC=2
camera=CreateCamera()
PositionEntity camera,0,7,-8
RotateEntity camera,40,0,0
light=CreateLight()
RotateEntity light,45,-30,0
AmbientLight 60,60,60
; An independent Box3D world with standard gravity
world=CreatePhysicsWorld()
; Blue static floor
ground=CreateCube()
ScaleEntity ground,6,0.5,6
PositionEntity ground,0,-0.5,0
EntityColor ground,80,160,255
ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC)
ground_shape=PhysicsBodyBox(ground_body,12,1,12)
; A ring of crates to aim at
For i=1 To 8
crate=CreateCube()
ScaleEntity crate,0.5,0.5,0.5
PositionEntity crate,Cos(i*45)*4,0.5,Sin(i*45)*4
EntityColor crate,255,120,70
crate_body=CreatePhysicsBody(world,crate,PHYSICS_STATIC)
crate_shape=PhysicsBodyBox(crate_body,1,1,1)
Next
; A query object runs searches and keeps a copy of their results
query=CreatePhysicsQuery(world)
; Start aimed at a crate
angle#=45
While Not KeyDown(1)
; A and D sweep the ray around the centre
If KeyDown(30) Then angle=angle+1.5
If KeyDown(32) Then angle=angle-1.5
dx#=Cos(angle)*6
dz#=Sin(angle)*6
If KeyHit(57) Then sweep=Not sweep
StepPhysics world,1.0/60.0,4
; Space swaps the ray for a sweeping sphere
If sweep
hits=QueryPhysicsSphereCast(query,0,0.5,0,0.6,dx,0,dz)
Else
hits=QueryPhysicsRay(query,0,0.5,0,dx,0,dz)
EndIf
; Arrow keys move the camera
If KeyDown(200) Then MoveEntity camera,0,0,0.1
If KeyDown(208) Then MoveEntity camera,0,0,-0.1
If KeyDown(203) Then TurnEntity camera,0,1,0
If KeyDown(205) Then TurnEntity camera,0,-1,0
RenderWorld
; Draw the ray from the centre to the first hit, or to its full length
CameraProject camera,0,0.5,0
start_x=ProjectedX()
start_y=ProjectedY()
If hits>0
CameraProject camera,PhysicsQueryX(query,1),PhysicsQueryY(query,1),PhysicsQueryZ(query,1)
Else
CameraProject camera,dx,0.5,dz
EndIf
Line start_x,start_y,ProjectedX(),ProjectedY()
Text 0,0,"Arrow keys: move camera A / D: sweep the ray Space: ray / sphere"
Text 0,20,"Esc: exit"
Text 0,40,"PhysicsQueryKind(query) = "+PhysicsQueryKind(query)
Text 0,60,"(1 ray, 2 sweep, 3 box bounds, 4 overlap, 5 closest point ...)"
Flip
Wend
FreePhysicsWorld world
End